Kind of a poop rare with that triple green casting cost. Leaving five up and casting this endstep against an opponent who wipes the board that turn is pretty nice, as is ambushing small creatures, but more often you're just going to find yourself with mediocre 3/3s against your opponent's stronger play. I'm really not tempted to try this one out.
There were like 30 copies of this card in my LGS's $0.50 box at some point and it was humorous, yet sad.
Yes, but in one or two (maybe even three) colors, the triple green isn't as bad. And in monogreen it's irrelevant.
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
I run Golgari Charm in several decks where it's allowed, and I end up casting the -1/-1 to all creatures mode quite a bit, yet I never run Electrickery... I really don't see myself running it in any deck. It could be a big life swing in Firesong and Sunspeaker I suppose.
This is a strictly better Simoon. Why Simoon was green in the first place, I have no idea.
This has potential against tokens, I guess. It also counts toward your storm count, though most people would prefer to just play Bolt or even Shock in a storm deck.
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
This is a strictly better Simoon. Why Simoon was green in the first place, I have no idea.
Ha. Actually, Simoon and Savage Twister have an extremely cute reasoning behind them. When you combine Hurricane and Earthquake, you actually lose text instead of gain it.
When I first saw this, I thought it was a piss-poor Frozen Shade. Now...I guess they're both pretty poopy. Friend of mine was collecting them though, like another friend was collecting Goblin Kings, and yet another Dormant Gomazoas...
At least you don't need to buff the insect for usage, I guess?
This is a strictly better Simoon. Why Simoon was green in the first place, I have no idea.
Ha. Actually, Simoon and Savage Twister have an extremely cute reasoning behind them. When you combine Hurricane and Earthquake, you actually lose text instead of gain it.
Still dumb. (Unless someone wants to argue red can't damage anything with flying...)
Anyway, Nantuko Shade is pretty awesome in monoblack or possibly black/green, though I really want to run it in a deck featuring red, so I can cast Fling and say "Everyone says direct damage is bad in EDH."
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
This is a strictly better Simoon. Why Simoon was green in the first place, I have no idea.
Ha. Actually, Simoon and Savage Twister have an extremely cute reasoning behind them. When you combine Hurricane and Earthquake, you actually lose text instead of gain it.
Still dumb. (Unless someone wants to argue red can't damage anything with flying...)
Anyway, Nantuko Shade is pretty awesome in monoblack or possibly black/green, though I really want to run it in a deck featuring red, so I can cast Fling and say "Everyone says direct damage is bad in EDH."
From a modern perspective, yes, the non flying restriction is dumb, but in the old days when these cards were printed it was a common restriction that had balance and flavor reasons behind it. The restrictions served to weaken the red sweepers, and because the progenitor of the effect was a top down design for an earthquake spell, they decided to stick to its restriction and flavor many red sweepers as ground based damage (like rockslides, earthquakes, etc) that played into reds flavor and couldn't hit flyers. Red did occasionally get some sweepers that could hit anything, like Inferno, but they were generally more expensive so they couldn't be cast cheaply to take out small flyers. Green used damage and anti flyer effects to deal with its key weakness. Today, fight exists and reach is better utilized, but back in the day reach creatures sucked compared to what you could be running in Green, and Hurricane was a one sided sweeper versus flying that gave green some reach. Still, they really didn't know what green was about early on, and green damage and sweepers wasn't nearly the weirdest thing it was up to. The point is, though, judging past designs from a modern perspective is fine when you are concerned with rating how applicable they are to modern design, but its not very worthwhile when trying to judge the cards in their own environment. Magic was a new game back then, and its biggest weakness was its random complexity. Having one restriction that was shared between these spells, and that was intuitive based on flavor, made more sense at the time than a bunch of different restrictions that sometimes don't make flavor sense like we have today.
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The Meaning of Life: "M-hmm. Well, it's nothing very special. Uh, try and be nice to people, avoid eating fat, read a good book every now and then, get some walking in, and try and live together in peace and harmony with people of all creeds and nations"
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
I could see this being pretty neat. It triggers on anyone's artifacts, so it could get big fast, and you can move that power to a general potentially. Reminds me of my friends old casual "modular + lifeline" deck.
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Zedruu: "This deck is not only able to go crazy - it also needs to do so."
I adore Slim Shady; he is one of the first rares I ever owned a playset of back when Monoblack was a thing. At the time I'd have said my playset of Nantuko Shades were way more useful and were going to see more play over my entire time in this game than my playset of Cabal Coffers. Fast forward to today where all the coffers are in use and I'm toying with sucking up the $20 for a 5th, and meanwhile shadey sees play nowhere. Even in insect tribal, you can actually honestly do better especially since you don't usually need a small beater. And for monoblack, you've got any number of better manasinks. Time has passed my old friend by, but he's still cool looking in my Torment playset binder.
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Sufferer of EDHD
Commander - Currently Playing: RCRDaretti: Superfriends Forever RCR WGBDoran: Ent-mootWBG GGGMultani: Group Bear HugGGG GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G) RGWGahiji, the Honored Group Hug MonsterRGW UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B) WUBRGAtogatog: Assembling a OHKOWUBRG
I could see this being pretty neat. It triggers on anyone's artifacts, so it could get big fast, and you can move that power to a general potentially. Reminds me of my friends old casual "modular + lifeline" deck.
Sweet card for precisely one deck: arcbound marchesa, the black rose. Play a bunch of other modular dudes with a sac outlet and this thing becomes lethal QUICKLY. And even if they kill it, you just move the counters elsewhere, then sac whichever modular creature you moved them onto to put them back on crusher when it returns.
Other than that, it probably doesn't do enough to see play in other artifact synergy decks, and other modular dudes are all way overcosted except for the one obvious one.
Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
This is at least the 3rd commander I'd pick for turning lands into creatures, but I think it deserves an award for being the hardest effect I've ever seen to build around.
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Zedruu: "This deck is not only able to go crazy - it also needs to do so."
I think it deserves an award for being the hardest effect I've ever seen to build around.
Definitely up there. Single-use stuff like auras and instants are pretty inefficient. auras with return abilities, and buyback spells seem like they'd be great...but then you're tapping a bunch of lands to make the rest of them into creatures, which still don't really do anything since they're just 2/2s, and 2/2s that you'd probably really prefer not to lose in combat. So then you need some sort of overrun, which is definitely costing mana too...So what's the, like, ideal case here? you get a whip silk and pay 4 to make 6 of your lands into 2/2s, then you pay 5 mana for overrun, then you tap the 6 animated lands to attack...so you've effectively spent 15 mana and used 3 cards in order to attack for 30. And any additional buffs or attacks are going to cost substantially more since you need to pay for the spells, AND tap more lands while attacking. This on top of being mono-color with very few tutors for these sorts of effects.
Really just a train wreck of a commander imo. If she could turn enemy lands into creatures you could have some fun, if she made tokens or something instead of animating lands she might work, even if they were hasty and only lasted until eot, or maybe if it was still lands but the lasted past eot, at least you might able to get an overrun off without tapping a billion mana. There's a lot of ways to make her better but as-is she's insanely mana hungry and bad basically no matter what. Compare this to kamahl, fist of krosa and it's just embarrassing. I guess you're paying for that hyper-efficient body. She wasn't even good in limited.
Still, she's kind of a fun challenge just to even try to figure out a way to make her good. not one I'd actually want to spend time playing, though.
This is at least the 3rd commander I'd pick for turning lands into creatures, but I think it deserves an award for being the hardest effect I've ever seen to build around.
And the land-creatures don't untap themselves by this effect. It would've been nice if she could untap lands but that sounds like brokenness in the making.
Running a jank commander is a nice way to balance out your "serious deck" if you want to slow down for your local meta of kids or elderly people just getting into the game but that are having trouble casting instants at instant speed.
- She's a mediocre 4/5 for 5 so she isn't getting there as a Voltron commander.
- Her tribe isn't hurting for leaders; if you want to do monogreen warriors you have Surrak, the Dragoncaller and Lady Zhurong, Warrior Queen, and that's before considering that using Ezuri or Dwynen, Gilt-leaf Daen provide additional elf support.
- Her effect is insanely mana intensive and requires specific build-arounds to be good.
- The payoff isn't even that great, as 2/2 vanilla land creatures will need a LOT of additional support.
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Sufferer of EDHD
Commander - Currently Playing: RCRDaretti: Superfriends Forever RCR WGBDoran: Ent-mootWBG GGGMultani: Group Bear HugGGG GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G) RGWGahiji, the Honored Group Hug MonsterRGW UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B) WUBRGAtogatog: Assembling a OHKOWUBRG
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There were like 30 copies of this card in my LGS's $0.50 box at some point and it was humorous, yet sad.
On phasing:
I'm willing to bet this is more useful than I expect, but the name is enough quality to like this card.
Electrickery is a fun card and pretty good for what it is, but it's no Cyclonic Rift or even Mizzium Mortars.
This has potential against tokens, I guess. It also counts toward your storm count, though most people would prefer to just play Bolt or even Shock in a storm deck.
On phasing:
Ha. Actually, Simoon and Savage Twister have an extremely cute reasoning behind them. When you combine Hurricane and Earthquake, you actually lose text instead of gain it.
1 is a small butt. Slim shady.
At least you don't need to buff the insect for usage, I guess?
EDH decks: 1. RGWMayael's Big BeatsRETIRED!
2. BUWMerieke Ri Berit and the 40 Thieves
3. URNiv's Wheeling and Dealing!
4. BURThe Walking Dead
5. GWSisay's Legends of Tomorrow
6. RWBRise of Markov
7. GElvez and stuffz(W)
8. RCrush your enemies(W)
9. BSign right here...(W)
Still dumb. (Unless someone wants to argue red can't damage anything with flying...)
Anyway, Nantuko Shade is pretty awesome in monoblack or possibly black/green, though I really want to run it in a deck featuring red, so I can cast Fling and say "Everyone says direct damage is bad in EDH."
On phasing:
EDH Primers
Phelddagrif - Zirilan
EDH
Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif 4 - Liliana - Kaervek - Phelddagrif 3 - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena Oathbreaker - Wrenn&6
From a modern perspective, yes, the non flying restriction is dumb, but in the old days when these cards were printed it was a common restriction that had balance and flavor reasons behind it. The restrictions served to weaken the red sweepers, and because the progenitor of the effect was a top down design for an earthquake spell, they decided to stick to its restriction and flavor many red sweepers as ground based damage (like rockslides, earthquakes, etc) that played into reds flavor and couldn't hit flyers. Red did occasionally get some sweepers that could hit anything, like Inferno, but they were generally more expensive so they couldn't be cast cheaply to take out small flyers. Green used damage and anti flyer effects to deal with its key weakness. Today, fight exists and reach is better utilized, but back in the day reach creatures sucked compared to what you could be running in Green, and Hurricane was a one sided sweeper versus flying that gave green some reach. Still, they really didn't know what green was about early on, and green damage and sweepers wasn't nearly the weirdest thing it was up to. The point is, though, judging past designs from a modern perspective is fine when you are concerned with rating how applicable they are to modern design, but its not very worthwhile when trying to judge the cards in their own environment. Magic was a new game back then, and its biggest weakness was its random complexity. Having one restriction that was shared between these spells, and that was intuitive based on flavor, made more sense at the time than a bunch of different restrictions that sometimes don't make flavor sense like we have today.
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
I could see this being pretty neat. It triggers on anyone's artifacts, so it could get big fast, and you can move that power to a general potentially. Reminds me of my friends old casual "modular + lifeline" deck.
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG
I can see this getting big quick. Genesis Chamber could be decent tech, Myr Battlesphere and Thopter Assembly too.
Other than that, it probably doesn't do enough to see play in other artifact synergy decks, and other modular dudes are all way overcosted except for the one obvious one.
EDH Primers
Phelddagrif - Zirilan
EDH
Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif 4 - Liliana - Kaervek - Phelddagrif 3 - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena Oathbreaker - Wrenn&6
The Unidentified Fantastic Flying Girl.
EDH
Xenagos, the God of Stompy
The Gitrog Monster: Oppressive Value.
Marchesa, Marionette Master - Undying Robots
Yuriko, the Hydra Omnivore
I make dolls as a hobby.
Ghave, Guru of Spores Mostly for the artifacts your opponents are running, but Stax decks love artifacts. Plus, Mycosynth Lattice has at least three ways to make your life miserable, though I'm spoiling you. (Because I spare the rod.)
Animar, Soul of Elements
Breya, Etherium Crafter
Feldon of the Third Path
Daretti, Scrap Savant
Hannah, Ship's Navigator
Sydri, Galvanic Genius
Sharuum, the Hegemon Okay, probably not. Sharuum is far more of a combo deck, so that extra +1/+1 counter...is still useful when the combo falls apart.
On phasing:
This is at least the 3rd commander I'd pick for turning lands into creatures, but I think it deserves an award for being the hardest effect I've ever seen to build around.
Really just a train wreck of a commander imo. If she could turn enemy lands into creatures you could have some fun, if she made tokens or something instead of animating lands she might work, even if they were hasty and only lasted until eot, or maybe if it was still lands but the lasted past eot, at least you might able to get an overrun off without tapping a billion mana. There's a lot of ways to make her better but as-is she's insanely mana hungry and bad basically no matter what. Compare this to kamahl, fist of krosa and it's just embarrassing. I guess you're paying for that hyper-efficient body. She wasn't even good in limited.
Still, she's kind of a fun challenge just to even try to figure out a way to make her good. not one I'd actually want to spend time playing, though.
EDH Primers
Phelddagrif - Zirilan
EDH
Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif 4 - Liliana - Kaervek - Phelddagrif 3 - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena Oathbreaker - Wrenn&6
And the land-creatures don't untap themselves by this effect. It would've been nice if she could untap lands but that sounds like brokenness in the making.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
Running a jank commander is a nice way to balance out your "serious deck" if you want to slow down for your local meta of kids or elderly people just getting into the game but that are having trouble casting instants at instant speed.
- She's a mediocre 4/5 for 5 so she isn't getting there as a Voltron commander.
- Her tribe isn't hurting for leaders; if you want to do monogreen warriors you have Surrak, the Dragoncaller and Lady Zhurong, Warrior Queen, and that's before considering that using Ezuri or Dwynen, Gilt-leaf Daen provide additional elf support.
- Her effect is insanely mana intensive and requires specific build-arounds to be good.
- The payoff isn't even that great, as 2/2 vanilla land creatures will need a LOT of additional support.
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG